boost turku - prototyping workshop - mobile and web prototyping

11
Web and mobile app prototyping Joni Juup 2.4.2016 Boost Turku With presentation notes!

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Page 1: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

Web and mobile app prototyping

Joni Juup 2.4.2016 – Boost Turku

With presentation notes!

Page 2: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

What is prototyping?

“ A prototype is an early sample, model, or release of a product built to test a concept or process or to act as a thing to be replicated or learned from. “ — Wikipedia

Prototype is a rough version of your idea. It’s a functional sketch.

Page 3: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

Prototyping helps you to…

• test your ideas.

• find potential problems early on.

• iterate fast and easily.

• understand your product and its requirements better.

• present your ideas to others in a functional form.

Putting your ideas in prototype, might open up possibilities and problems you never knew existed. Iterating should also be fast and easy in a prototype, compared to making the changes in the final phases of the product development. Presenting your ideas to others is important and often static images alone cannot convey your idea, especially if it’s interaction heavy. By building prototypes you are able to understand your product better.

Page 4: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

Best of all you don’t have to be an amazing coder or a hip designer to

build a working prototype.

You’re good just as you are now.

Page 5: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

FidelityThe level of detail in your prototype

Page 6: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

Pen & paper wireframes

Grayscale prototype (Proto.io)

Detailed design (Sketch, Proto.io)

Interaction prototypes (Flinto, FramerJS)

Example process of designing an app

Page 7: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

Fidelity levels

Paper Wireframe Grayscale Detailed Interaction

Iteration speed

UI detail level

Low-fidelity High fidelity

Grayscale fidelity is used for giving an realistic image of the service UI, but driving users focus out of commenting on fonts and colors - it’s a level commonly used when the final visual look of the service is not yet determined. Consider it a better looking wireframe. Detailed prototype is a working mockup of the final product, with near final visuals. Interaction is a fidelity level we use often at Taiste when prototyping single interactions and fine tuning the intricacies of the animations and feel of a single part of the product.

Page 8: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

Some good prototyping tools

Paper Wireframe Grayscale Detailed Interaction

Pen & paper

Cardboards

Post-its

Whiteboard

Balsamiq

Proto.io

Flinto

Keynote / Powerpoint

InVision

Proto.io

Flinto

HTML/CSS/JS

InVision

Proto.io

Flinto

HTML/CSS/JS

Flinto

HTML/CSS/JS

Origami/Avocado

FramerJS

Low-fidelity High fidelity

http://www.cooper.com/prototyping-toolshttp://prototypingtools.co/

I usually pick my prototyping tools on a couple of criteria: fidelity level which we’re working in, shareability of the prototype, is it for native app or web, does it have a lot of custom interactions or not and is it a whole service/app flow prototype, or a detailed interaction prototype.

Page 9: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

Some general do’s and don’ts

• Use animation to convey position, or to draw attention to critical elements. Don’t animate everything.

• Always try to follow good usability rules. On the mobile, read up on the OS UI guidelines.

• When testing a detailed prototype outside of your team, avoid lorem ipsums and unnecessary funny names or texts - they draw the testers attention away from your product.

• Prototype and test prototypes as early as possible.

Page 10: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

Good usability uses C.R.A.P

• Contrast - establish a difference between headers and body texts - with important call-to-actions and minor links.

• Repetition - design elements should follow a similar visual and functional logic throughout your product.

• Alignment - align elements to create a coherent look. Don’t let stuff just float around.

• Proximity - group related elements so users don’t have to find them.

From The Non-Designer's Design Book by Robin Williams

Page 11: Boost Turku - Prototyping Workshop -  Mobile and Web Prototyping

Thank you.

Joni Juup

Product Designer Email: [email protected] Twitter: @jonijuup